School of gaming starts in New York

This Guardian article on a school founded on the principles of game-based learning claims this is also "proof that games are educational". I think it's going to take more than just the school opening to support this claim though.

They are starting with just the sixth grade right now but you can check out the school website to find out more.

I'm intrigued but not sure I'm a fan of the school being called "Quest to learn" - too many images of warriors, Elves and magic coming to mind...

HCI 2009

Ok, so the second conference post.

The 23rd BCS (British Computing Society) HCI (Human Computer Interaction) conference was held in Cambridge last week. Anthony Dunne from the Royal College of Art began the opening keynote by asking whether we wanted to "Do you want to replace the existing normal?". Usability news has a nice summary of the talk but the gist of it seemed to be about thinking about design in terms of what could be, and how we can fit into the world, rather than in terms of what is, and how we change the world to fit us. He also presented a lot of his own and students work including ideas such as teddy bear shaped blood bags, the sentinel (below) which requires you to stare into it for a very long time in order to access your data and the cloudworks student project, which explored the idea of using nanotechnology to make clouds "rain" ice cream. It was a fascinating keynote but I can see how some people came away with the idea that this was more about producing art (and getting people to think) than about producing "good" design. I think it's definitely a good thing to encourage people to think outside the box, but I'm not sure you can ignore the fact that mostly what people want (and what makes money) is products that they can easily use, that do what they are supposed to do and that look good.


This was followed by Steve Benford talking about how to design for interaction for people's trajectories through different user experiences. He used a couple of examples from Blast Theory project like Desert Rain and Uncle Roy All Around You to discuss how these "extended hybrid structures" (involving different technological interfaces and narratives within the real and virtual world) can be unified by the realisation that they are taking the user on an extended and coherent journey which will involve transitions, negotiations and interleaving the trajectories of different participants. One of the questions afterwards noted how the approach could be applied to game design where you often have a number of potential trajectories in terms of narrative and timing, but where you also might have to consider how to interleave these when there is more than one player involved.

Other highlights include William Hudson talking about Baron-Cohen's empathising-systematising scale (though I don't think he reported anything that new in his findings since essentially it seemed that those who were in more tech related jobs were found to score more highly on the systematic scale) and Simon Robinson's presentation on the use of haptic feedback while walking (which users appreciated more than visual feedback since they could walk without having to stop and look) and Jenn Sheridan's talk on taking a DIY approach to building interactive surfaces. There was also an Open House Festival showcasing all sorts of gadgets and technology that have been developed recently including the OU's work from the e-Sense project where a blindfolded player is strapped into a vibrating "corset" which lets them know which direction the ball is coming from (see below) showcased by Jon Bird and Paul Marshall from the Computing dept.


In terms of games related stuff, the only things that came up (apart from my own talk) were during the encounter sessions. In these sessions the presenters had five minutes to introduce their subject and then we went off into different 20 minute discussion groups with two of presenters. The first session I attended included Rui Pedro Goncalves Pereira's presenting his TüISt multi-instrument interface and Gijsbert dos Santos presenting some work on using augmented reality as a conceptual design tool. The discussion group I joined after the presentations consisted of Eduardo H. Calvillo Gámez - who presented a model of the gaming experience from his PhD thesis (that I need to look at further, though he has focused on single rather than mutliplayer experiences) - and Russell Beale who talked about using a grounded theory approach to analyse video game reviews (as did Eduardo) in order to categorise what makes a good game. I think the main thing to come out of this for me was the idea of using game reviews as a source of data - while there's been some talk with my supervisors about interviewing game designers, this is something I hadn't considered before.

Though not completely game related the second encounter sessions included some work carried out by Anne Adams, also from IET - who presented some work on attention and affective issues in Second Life and Runescape - and Shazia Afzal - who introduced the notion of intentional affect when dealing with considering machine that interpret the users affective state. The discussion we had was really interesting and got me thinking not only about how you define attention (and immersion!) and affect, but also about how you can try and measure them. We also got on to talking about whether you actually really want a machine to know how you are feeling all the time, when you may not even be sure yourself! Which I guess is part of the reason for thinking about intentional affect...

Then there was my own presentation: "Exploring the link between player involvement and learning within digital games" - my first proper conference paper! (where I'm first author anyway). You can find the paper itself here, and the slides here. There was a bit of a delayed start, so I think I might have rushed the beginning a little but I soon got into it. I got a bit of a tricky question about what I meant by learning which I think threw me a bit as I've gotten to the point where I don't even question that games involve learning but I guess it depends on how you define it as a concept and what you're expectations are around it. The question did make me realise I'm going to have to be very explicit about how I do define it, especially when I am presenting outside game related circles. And that I may have to consider my titles more carefully in future, as I think a lot of people thought I was going to talk about educational games. While I think I did alright at addressing her concerns, I'm going to have to get better at justifying my interest in informal learning. Having a further discussion after the talk also made me realise that I may have to talk about learning on different levels i.e. with learning how to press the buttons at the bottom, which brings me back to the point I made in the last post about finding out a way to analyse the complexity of learning (and play) that occurs within games.

And finally, the conference ended with Bill Buxton's keynote. This was seriously good, he really did keep everyone engaged and got us to think as well. Essentially, he was arguing for the importance of being aware of our own historical socio-cultural context of technology. For instance, did you know that the first smart phone to have a single button and touch screen to be introduced was the IBM Simon? In 1994. 13 years before the iPhone. And how many people working in HCI are actually aware of this?!? The point he was making wasn't about somebody else inventing it first but that innovations can usually be traced back at least 20 years - "The future is already here - it is just unevenly distributed" (Gibson) - so the next big thing is probably already around. Obviously, the Simon didn't do well, so it's not just about the technology but about how you present the whole package. But maybe by seeing the world through different eyes, knowing enough history to build upon it and adding your own twist who knows what'll happen next?

It was a good ending to a good few days and now I have a whole long list of things I need to read up on...

JURE and EARLI 2009

I was going to write a single blog post titled "Conference season" since that is what the last two weeks have felt like, but I think it might get a stupidly long so I've decided to do two separate ones. I know I've been slack with the posting, especially about the games I've been playing, but now that I'm actually going to be in one place for more than a few days at a time I should be getting back into more regular posts.

So, first off, was EARLI (European Association for Research on Learning and Instruction) in Amsterdam where I presented a roundtable discussion at the JURE (Junior researchers of EARLI) preconference. I'm glad the other presenter at the session was doing games related research (Jantina Huizenga who is working on the Game Atelier project) and though it may not have been the main area of everyone who attended, it was useful to get some different perspectives on my work. I also somehow managed to win an award for "Best roundtable" (thanks to the Groningen votes!) so that was pretty cool :) The main things the discussion got me thinking about was in terms of how to keep interactions as natural as possible during observation sessions and also about whether there is any way I can somehow analyse the complexity of the games being played in order to distinguish between them? I think I have this theory that games like Mario Kart or Wii Fit are somehow simpler than something like Fable II or Spore but I don't really have any real way of distinguishing between them... as yet.

Now EARLI is a massive conference and there were loads of talks to do with areas of education I really don't know much about (e.g. reading and writing). There was some games related stuff, and a lot of talk about motivation, but pretty much all of it was to do with formal education. Though there was a poster by Bjorn Sjoblom on co-located gaming about studying the discourses of players playing a MMOG within an Internet cafe. I liked the fact he was focusing on the co-located aspects of play and that he was using an observational approach.

There wasn't a whole lot of talk about informal learning either and when there was, it seemed to be more about trying to bridge the informal learning experiences at museum or science centres with what goes on at schools. At JURE though, I did come across a poster presented by Marjolein van Herten about informal learning within book discussion groups and had a bit of chat with the author about how difficult it actually is to identify informal learning... I also went to a JURE talk on the computer-based educational games by Claudia Schrader who compared a high-immersive game and a low-immersive application (control) to find that the control group did a lot better on subsequent cognitive tests. Without seeing the game and application used, it's difficult to make any judgements here, but I have a suspicion that learning gains from games take longer to show up (or at least require more than a single session) and may also be retained for longer (which would need a delayed post-test). It's also possible that we are back to considering whether there is a divide between being motivated to play the game, and being motivated to learn the content.

Which brings me on to Shaaron Ainsworth's talk on intrinsic integration within serious games. She presented some work carried out by one of previous PhD students Jake Habgood about how to integrate learning material within the game being designed. The approach adopted was an experimental one where manipulations of the same game (Zombie Division see below) indicated that it is not the notion of intrinsic fantasy that is important but how you integrate the learning within the game's core mechanics. I take this to mean that there shouldn't really be a divide between learning how to play and learning what you want players to learn.



Though I know Shaaron from when I was an undergraduate at Nottingham and it's work I've come across before, it was good to be reminded of it and it made me think about what it I want to get out of my own research. I've chosen not to focus on educational games, but on commercial ones, because I don't think we have a good enough understanding of why people play them, and how this links to the amount of effort they are willing to put in to learn (and master) the game. The discussant at the session also raised some interesting point about how it's time to think about specifying what kinds of gameplay work with what kinds of learning, which seems pretty close to what I want to do. What I really want is to come up with a way to compare and contrast different games in terms of motivation, engagement and informal learning. This will hopefully have implications for how to use and design games within education, or even just mean we are able to assess the informal learning potential of different games.

Even attending talks that weren't directly related to my research area got me thinking about different things. For one, expectancy-value models of motivation kept coming up at different presentations, so I need to look more into that. Errors were also mentioned as a potential source of learning which I think could be relevant to learning during game-play. There was also some discussion of deep and surface approaches to learning, which made we whether you could classify learning within games in the same way - maybe players engaged in shallow learning with Mario Kart and deep learning with Spore? How could I assess this?

One presentation I did find particularly useful (especially because we got to talk about it afterwards) was by Ulises Xolocotzin-Eligio, a PhD student at the LSRI in Nottingham, who is examining the role of perceived emotions within computer supported collaborative learning. He has also used games (e.g. Astroversity) to explore these concepts during co-located play and has kindly forwarded me some of his work to look at in more detail. Looking over my notes for the session, I have written down "think I need to observe people more than once..." as the talk made me realise I probably do want to do more than a one-shot observation session in order to see how the processes of learning and engagement change over time.

Hmm, can see how things are starting to get more complicated in terms of what I want to do, while I haven't even begun to reflect on the HCI conference... But right now I think I need to go away and write up some sort of reading list based on the conference, before I forget it all!

Women and games

I've been a bit quiet lately because it's the summer and I've not really been in one place for long but I do promise to post something about my recent gaming experiences soon. In the meantime, please watch this very cool animated short from Daniel Floyd and Leigh Alexander:



Diversity it seems, is key. Though marketing may have their own ideas...

Critical thinking and The Sims 3

Thanks to Costas again for sending me a link to a fascinating blog that is looking at what happens when you decide to play a homeless family in The Sims 3 (see pic below of Kev and his daughter Alice, created by Robin Burkinsaw).


While it's pretty interesting in itself, it reminded me of some of Gonzalo Frasca's work which discusses Augusto Boal's Theatre of the Oppressed in relation to video game design and how this could be used to encourage critical thinking. In an article on the same topic (based on this thesis) he discusses a hypothetical, open source version of the original Sims that would allow players to have much more control over character creation (which seems to have be part of the latest one). He argues that this control would allow players to create characters with the traits they want and gives an example of someone playing this version of the game and comparing the effects of these different traits. His main argument seems to be that by reducing immersion (in this case, the term seems to refer to attention and the suspension of disbelief, as opposed to the feeling of inhabiting a virtual environment) through allowing players more control, you will encourage critical thinking and reflection. I'm not sure whether providing more control , on its own, automatically leads to a more reflective stance about the game, but Robin Burkinshaw's blog does suggest how this might manifest.

And the link made me think that I should probably get a copy of the game myself...

H809: a couple of links

Just a very short post to point to a couple of things that might be useful for the final assignment:

1) A research proposal outline - posted by Sonja
2) Assignment guide for H809 - James suggests reading from page 7 onwards
3) A link to some videos on educational theories - posted in the blogs
4) Oh, and please don't forget to fill in the course survey here.

Good luck with finishing your ECAs!

CALRG conference

Last week, CALRG (Computer and learning research group) had it's annual conference in the Jennie Lee building on campus. Unfortunately, I had to miss 30th anniversary celebrations on the Monday as I was coming back from Cyprus but Dave Perry was kind enough to photoshop me into the photo below so in a few years time, I'll probably think I was there! (It's a scanned copy of the photo so it's not too clear but I'm at the end of the top row next to Josie. If you look closely though, you might notice one or two others who have been added...).


From the sounds of it, I missed a good day. For a breakdown of the talks given, Doug Clow seems to have live blogged the entire event, separating the day into sessions 1, 2, and 3. You can also access the twitter archive and cloudspace for the event here, where each talk given has a cloud (thanks to Patrick McAndrew for putting up summaries of these). I did have a poster up based on my MRes work for last, and apparently, Tim O'Shea reckons I had the best research questions - though also the most difficult to answer... So that was pretty cool. Oh, and just for reference purposes, the questions I posed were:
  1. How can we identify the learning processes that occur during play?
  2. How can we describe the involvement that players experience during play?
  3. Is there an identifiable relationship between the learning that occurs and this experience of involvement?
I did attend the conference sessions on the 19th and 20th though, and even presented myself. I have to say, it was a very supportive environment for my first PhD related talk (I think I even enjoyed it a little!). I was basically presenting a summary of my work in progress - which was pretty much based around my probation report. I think the slides are going to go up on the knowledge network at some point but if anyone is interested, I'd be happy to pass them along. I got a fair amount of feedback in terms of suggested reading that might be useful including looking at the sociological literature for research on learning through play, looking at accessibility literature for research on what different physiological signals might represent, and some suggestions for looking at work on presence and motivation. All interesting stuff for to search for and read so I can add to what feels like a never-ending literature review!

While it was great for me to feel that my ideas and questions came across as valid and interesting, the conference was also a really good opportunity for me to see what other people in my research group are up to. Again, Patrick has done a good job of summarising the gist of the talks here, but in terms of my own response, I guess the most obvious thing for me was the emphasis was mainly on formal learning and assessment. The theme of the first day was argumentation, where the focus was essentially on exploring way to teach students how to argue effectively with the aid of various types of software e.g. Talk Factory, InterLoc, Second Life. The discussant for the day (and my old boss) Richard Joiner, summed it up quite well, when he suggested that there seems to be a fine line between learning how to argue, and using argument to learn. There was also a presentation on tools to might help annotate and map arguments online, and another on reading group discourse that looked at naturally occurring talk and how you might analyse argumentation and collaboration through corpus-based analysis. The latter talk was especially interesting for me, partly because it focused on informal learning but also because it used a case-study approach (where they attempted to study a wide a range of groups as possible) and gave me some ideas about how of the tools available to analyse the data in terms of trying to find patterns across these groups.

On day two, the themes were far more wide ranging, so I'm not going to try and review everything. It was good to find out a bit more about OpenLearn though and the English in Action project in Bangladesh. I think it's sometimes very easy to nod and smile when people are mention their research, but going to something like this makes it a lot clearer. So now I have a firmer grasp, for instance, on what my fellow PhD students Pauline and Eunice are doing! I'm not sure how relevant a lot of the talks were in terms of my own research, but going to the conference has also got me thinking about the conferences I'll be going to in August/September. I'm going to EARLI in Amsterdam (presenting a roundtable discussion at the JURE pre-conference) which is very much education focused, and then HCI in Cambridge (presenting my very first paper!) which is much more technology focused. I'm already beginning to think I have a bias towards the latter as though I'm interested in how technologies can be used for learning, I'm just not sure how inspired I am by education - as it seems to revolve around learning outcomes and assessments. Hopefully, going along to these events will give me a better feel for both these areas (whatever my preconceptions might be) and will also help me in terms of thinking about what direction I want to go in as a researcher...